BatFan/Face

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< BatFan
Revision as of 07:07, 20 November 2020 by Shtkn (talk | contribs) (moved to new formatting)
Face
BatFan Face Portrait.png

HP: 4400 (3411)

Damage Scale: 128.99%

Guts Level: 2

Float Factor: 4

Jump Startup:

Backdash Time:

Backdash Startup Invincibility:

Movement Options
Feint cancel/rolling
Play-style
Specializes in performing quick, up-close combos to get around his opponent.

Overview

A mysterious gunman known only by his nickname, this wanted vagabond travels the world with his trusty pistols Coyote Hunter and Cobra M 1910. Charged with the murder of his lover and cutting off his best friend's right arm, he is searching for the true culprit to clear his name.


Pros/Strengths:

  • Above average HP
  • Most attacks are generally fast and safe
  • Good mixup potential, especially in Heat Up
  • Strong combos outside of Heat Up
  • Texas Knee!!!
  • Builds meter really fast


Cons/Weaknesses:

  • Texas knee is throw punishable, making it less spammable
  • Rekka enders aren't too great
  • Rekkas aren't projectile proof



Heat Up!: Quickdraw
Face's rekka attacks become actual shot attacks, which can be used to create strong juggles.

External References:



Move List

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery On Block On Hit
75 - - 5 - - +2 -

Quick punch forward.

5B

Damage Cancel Guard Startup Active Recovery On Block On Hit
120 - - 7 - - -2 -

A snappy kick; not a low.

c.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
310 - - 7 - - +2 -

Close-ranged knee kick.

f.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
260 - - 9 - - +4 -

Slightly longer-ranged forward punch.

5D

Damage Cancel Guard Startup Active Recovery On Block On Hit
270 - - 11 - - 0 -

Sex kick that blows the opponent away.

2A

Damage Cancel Guard Startup Active Recovery On Block On Hit
60 - - 5 - - 0 -

Crouching forward punch.

2B

Damage Cancel Guard Startup Active Recovery On Block On Hit
110 - - 7 - - -5 -

A low kick.

2C

Damage Cancel Guard Startup Active Recovery On Block On Hit
230 - - 7 - - +1 -

Stabs upwards with the tip of his mask.

2D

Damage Cancel Guard Startup Active Recovery On Block On Hit
300 - - 10 - - -11 -

A forward-moving double kick extended out.

6C

Damage Cancel Guard Startup Active Recovery On Block On Hit
290 - - 21 - - 0 -

An overhead pistol whip.

j.A

Damage Cancel Guard Startup Active Recovery On Block On Hit
110 - - - - - - -

A downward punch.

j.B

Damage Cancel Guard Startup Active Recovery On Block On Hit
140 - - - - - - -

An extended sex kick.

j.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
200 - - - - - - -

A downward swing with Cobra 1910.

j.D

Damage Cancel Guard Startup Active Recovery On Block On Hit
250 - - - - - - -

A slightly downward angled double kick.

Ground Throw

Damage Cancel Guard Startup Active Recovery On Block On Hit
400 - - - - - - -

Grabs the opponent and gets them in a stranglehold before hitting them with one of his pistols.

Special Moves

Frontier Shot

236A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 230 - - - - - -4 -
C 300 - - - - - -1 -

Rolls forward and does a quick no-look back-handed shot in front of him.

Wild Comeback

214A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 250 - - - - - -4 -
C 320 - - - - - -1 -
Feint
hold button
- - - - - - - -

Moves to the left side of the screen, then returns to his original position and does a blind no-look shot in front of him.

Middle West

623A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 280 - - - - - 0 -
C 550 - - - - - +5 -

An overhead shot that has good range. A version is faster and can follow-up with Wilderness Bazooka, but C version is slow, but powerful; causes knockdown.

Grand West

236B/D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 300 - - - - - -4 -
D 350 - - - - - -17 -

A crouching low shot with good range and speed. As expected, the B version comes out quickly, but the D version is slow and causes knockdown.

Texas Knee

623B/D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 180, 150 - - - - - - -
D 150, 100, 200 - - - - - - -

His signature attack; a rising knee kick. It is also one of his most important moves because it comes out fast. The B version is fast and can combo afterwards, however, as always, the D version is slower and doesn't travel very far, but it's a stronger combo finisher.

Quick Draw

during Heat Up

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
236A 212 - - - - - - -
236B 187 - - - - - - -
214A 260 - - - - - - -
214C 195 - - - - - - -

236A shoots a strait forward shot at head level. Good for catching out of the air at a distance or in juggles. Cancels to any other shot or to Super.

236B shoots a strait forward shot at foot level. Hits low. Very good surprise attack and combo starter. Cancels to any other shot or to Super.

214C shoots a shot diagonally upward. Does the most damage of any shot. Cancels to Mid or Low shots, or to Super.

214D does a short jump and shoots diagonally downward. Hits High. Somewhat slow so easy to block on reaction, but can be a very good surprise attack, and can be used to leap over fireballs and other things. Doesn't cancel into anything, but juggles the highest so is the easiest to follow up on.

Super Moves

Wilderness Bazooka

236236A/C

Damage Cancel Guard Startup Active Recovery On Block On Hit
200, 100*4, 200 - - 2 - - - -

Takes out a bazooka and fires a single projectile forward, hitting multiple times.

Raging Revolver

236236B/D

Damage Cancel Guard Startup Active Recovery On Block On Hit
104*2, 100*2, 90*4, 212, 225 - - 4 - - - -

Leaps forward and fires a multitude of shots with both handguns. Deals chip damage on block.

Heat Up!

Quickdraw
While in Heat Up, Face's rekka attacks now become gun shots. The only caveat is that he can do only 6 shots until he runs out of "ammo". The number of shots he has left can be seen by the smoke trail from his guns.

These are the options he can do while in Heat Up

  • 236A - Mid
  • 236C - Low
  • 214A - High [upward]
  • 214C - Overhead


Strategy

Offense

Defense

Neutral

Attack Sets

Combos